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Unity Artificial Intelligence Programming

You're reading from   Unity Artificial Intelligence Programming Add powerful, believable, and fun AI entities in your game with the power of Unity

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Product type Paperback
Published in Mar 2022
Publisher Packt
ISBN-13 9781803238531
Length 308 pages
Edition 5th Edition
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Author (1):
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Dr. Davide Aversa Dr. Davide Aversa
Author Profile Icon Dr. Davide Aversa
Dr. Davide Aversa
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Table of Contents (17) Chapters Close

Preface 1. Part 1:Basic AI
2. Chapter 1: Introduction to AI FREE CHAPTER 3. Chapter 2: Finite State Machines 4. Chapter 3: Randomness and Probability 5. Chapter 4: Implementing Sensors 6. Part 2:Movement and Navigation
7. Chapter 5: Flocking 8. Chapter 6: Path Following and Steering Behaviors 9. Chapter 7: A* Pathfinding 10. Chapter 8: Navigation Mesh 11. Part 3:Advanced AI
12. Chapter 9: Behavior Trees 13. Chapter 10: Procedural Content Generation 14. Chapter 11: Machine Learning in Unity 15. Chapter 12: Putting It All Together 16. Other Books You May Enjoy

Using an FSM framework

The FSM framework we're going to use here is adapted from the Deterministic Finite State Machine framework, based on Chapter 3.1 of Game Programming Gems 1 by Eric Dybsend. We'll only be looking at the differences between this FSM and the one we made earlier. For this reason, it is important that you follow the example code found in the Chapter02 folder of the book repository (https://github.com/PacktPublishing/Unity-Artificial-Intelligence-Programming-Fifth-Edition). In particular, we will look at the AdvancedFSM scene.

In this section, we will study how the framework works and how we can use this to implement our tank AI. AdvancedFSM and FSMState are the two main classes of our framework. So, let's take a look at them first.

The AdvancedFSM class

The AdvancedFSM class manages all the FSMState classes we've implemented and keeps them updated with the transitions and the current state. So, the first thing to do before using our framework...

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